peremily 2017-07-31 14:05
Really nice game, an interesting take on tower defence, I liked it!
Foon → Ludum Dare Explorer → LD39 → Turrets Turrets
By ryzy27
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 256 | 3.43 | 39 | |
| Fun | 292 | 3.24 | 39 | |
| Innovation | 343 | 3.05 | 38 | |
| Theme | 266 | 3.61 | 38 | |
| Graphics | 463 | 2.85 | 37 | |
| Audio | 417 | 2.48 | 37 | |
| Humor | 459 | 1.80 | 32 | |
| Mood | 529 | 2.46 | 34 |
Really nice game, an interesting take on tower defence, I liked it!
I think it worked out pretty good. Running out of power was constantly an issue, so you hit the theme nicely with that. It didn't take that long to figure out the basics which is a bonus. Having a meaningful detriment to all the upgrades really made me think about if they were worth it or not. Good job overall.
@oxrock Music and balancing the upgrades were two things I wish I had more time for. Even after playing the game for few hours I still don't know which upgrades are the best.
Thanks for your comment, I'll check out your game in a moment.
I liked this, it's a pretty polished game. I did get to one wave where it threw tons of white ones at me and I couldn't handle it, but it was well-balanced until then. I have a couple points to make:
-It took me a while to decipher what the UI on the left was saying. There's a lot of densely-packed information, so if it were possible to drip-feed that to the player it may help.
-The laser sound is quite repetitive. If some of the upgrades changed the sounds made by turrets, that may help.
-I clicked on an empty tile and accidentally pressed Y instead of T, and it took some funds and applied the upgrade despite there being no turret there. The same didn't happen if picked an empty tile and clicked the UI buttons. It seems like a reeeeally minor bug.
I liked the graphics, such as the life and power indicators around objects and the turret models. In all, I think it's a solid entry. I think a variety of turret types to match the upgrades would make things look cooler, like adding a little solar panel on top of a turret when you use the solar panel upgrade.
EDIT: The game's mechanics are also simple to get to grips with and I like the application of the theme. If you can work on this a little longer, I think it would make a very competent tower defence game!
EDIT 2: Oh and making every upgrade also have a drawback is a very interesting mechanic, I love it.
Cool idea introducing a negative to all upgrades.
@danielilett Thank you very much for your comment, I'm glad you liked my game!
I agree that there is way too much information on the left UI, or maybe it could be presented better.
As for sound I didn't have any until like 6 hours before submission and I have no experience in making sounds so I decided/had to go simple.
Adding visual components to turrets along with upgrades was on my mind quite early, but as the time passed there were more crucial matters to solve: fixing bugs, unity crashing, my PC suddenly turning off. But if I were to improve this game now that would have a high priority. BTW, I sort of did that with laser power upgrades. It gets wider as you add damage.
About that bug that you are experiencing: I have already fixed that, but I'm not sure if I can add bugfixes now after compo is over. It's my first entry so I'm not sure on some rules.
Nice tower defense game with a twist. Upgrades that also downgrade other properties are an interesting addition, which makes it more challenging. (I got score 574.)
Just two nitpicks: - The UI panels could be smaller to make more space for the game view. - When there are more targets, the **closest to the finish** should be selected as shooting target. (I noticed once that a turret chose another target, probably because it saw it first and locked-in on it...)
Great work!
nice basic tower defence game, didn't really find it did anything for me with regards to the them though, the batteries runnning out of power felt like an afterthought to fit it in than something that was doing anything with the theme
@m-1 Thanks for comment.
I'm planning to improve this project and one of the first things I'd focus on would be making the UI easier to look at, right after refactoring that "PUBLIC ALL" code I've wrote.
Turret target selection is actually easiest it can be: pick element [0] from list and shoot it. I've put in that behavior just as a placeholder, but it worked fine as I playtested. Originally I've planned to add selection of target priorities (like in Bloons TD battles) such as target first, last, strongest, closest... But didn't manage to find time for it.
Thanks again for the comment, I'll be sure to check out your game. Cheers!
As mentioned, the UI covers a bit to much of the screen. At the same time, it was really easy to read, and I liked the game overall. I liked the pace and the increase in difficulty over time.
Very nice take on the tower defense genre. I am pretty bad at managing lots of stuff at once so I didn't do great. Still, very fun game. Agree that the UI is a bit obstructing, also would have liked if the view was zoomed out from the start.
I like the sophisticated and balanced gameplay, but this kind of game (especially in case of Ludum Dare) would benefit greatly from interactive and fluent on-the-go tutorial\introduction.
I've survived 11 turns! I like the idea of recharging the turrets battery. But please change this sound from hell hehehe. I think that the upgrades are not balanced: too expensive and just afect one turret. It was worth half a turret. Good game!
There are some good ideas, especially the drawbacks on every upgrades, it makes the choice of upgrade very strategic. The game is nicely polished, it just lacks some music and soud effect when you choose an upgrade or build a tower. The gameplay is pretty well balanced, which is hard for a tower defense game so well done.
There are some good ideas, especially the drawbacks on every upgrades, it makes the choice of upgrade very strategic. The game is nicely polished, it just lacks some music and soud effect when you choose an upgrade or build a tower. The gameplay is pretty well balanced, which is hard for a tower defense game so well done.
Interesting twist on the typical tower-defense genre. After a while it does begin to feel like a bit of a task to have to buy new batteries all the time though, but then again without that feature it wouldn't fit the theme too much. Nice work either way :)
I scored 676! Well playable, good job!
Really well made and addictive. My top score was about 870. No real criticisms, it works great!
Nice, I wanted to make a tower defense to begin but couldn't get the art style down. I did get stuck in the menu at first though, don't know if that was a bug or just me.
That was fun!
Since I don't have any criticism that wasn't already mentioned here to offer:
**Great game, thanks for sharing :thumbsup:!**
This is more addictive that int looks at plain sight. The battery recharge mechanic makes the waves exciting and challenging. good job! :thumbsup:
Wow. Nice game. That last wave (I hope it was the last wave) was insane, though, I was not prepared.
Anyway, I play a lot of tower defense games, and I think this was a really unique take on it. Nice work.
@simonhutchinson There are 20 waves. If you got that far then I'm very impressed, what stategy did you use?. I myself got to wave 16 or 17 I believe and I played it for 5 hours at least.
Wave 20 is insane, I agree. It's faster than any other and there is 10 times, or even more (depending on lane) enemies in it. I did this because if I didn't go crazy on last wave and went for linear difficulty progression I don't think getting past it (if it's even possible haha :) ) wouldn't be so satisfying and that way finishing wave 19 has more meaning too.
And now I just realized that I didn't implement to the game anything beyond wave 20. You get no feedback for finishing this insane level, just $40 as usual and then you just stare at your turrets :D
Definitely fun and challenging, fits the theme fairly well, and I have a soft spot for tower defence games anyway. Thumbs up!
I played on stream, _(VOD: https://www.twitch.tv/videos/164456874)_ so you were able to watch a lot of thoughts live as I played. However I _**promised**_ I would come back to rate and give feedback. Any questions/comments use [@timbeaudet on twitter](https://www.twitter.com/timbeaudet). And **finally** a link to _my_ game if you wanted to check it out: https://ldjam.com/events/ludum-dare/39/edrive
Initially I was quite confused, though I understand tower defense games and even made one, a long time ago- perhaps I should revisit developing one of these. Anyway, back to your entry. The art was very minimalistic, programmer art - colored circles/spheres and such- but it was sufficient and relatively consistent - with the turrets being an odd ball. I gave it a few attempts before stopping, and likely never choose great locations for my turrets. I definitely felt like I wasn't getting enough money to really keep my turrets filled with energy, and it was hard to recognize when they needed it.
I think there were too many statistics to pay attention to while in defense mode and thus learning what upgrades to actually perform was difficult. Rewatching my stream I was having a hard time keep 3 or 4 turrets loaded - mostly based on money, without even upgrading.
I also didn't understand why I couldn't upgrade the radar, though you had explained later that it was because I didn't have regen. It definitely was difficult to realize what options required tech-tree things to buy. I did have an issue with my steering wheel (could have been other game controllers) where I had to keep my clutch pedal held about 50% up and down to balance out - otherwise the camera would move. NOT the only game I saw the issue in, but I think it is because Unity was trying to automatically grab the axis or something, and was a little annoying.
Good entry, the costs and ui was really the bit of pain I noticed, maybe grey things out if unavailable, or something - perhaps the costs just needed me to play several more times?
Until next time, have a good one!
@timbeaudet Thank you for your feedback, I'll definitelty take it into consideration when improving my game.
I'm planning to release this on mobile before next Ludum Dare and I have many things in mind I'd like to change/develop and your and everyones elses comments are very helpful in this process.
Really nice concept, a tower defense theme is cool. Good job.
Nice concept and TD fitting with the theme. UI and feedback could be improved but the gameplay seems to work rather well.
Nice game. Like the way the UI is set up so you can see everything. All it really needs is some better graphics and it could sell.
Really enjoyed the fast paced gameplay that forces you to constantly make many small decisions. Biggest criticism I have is that the visuals and sound feel very uninspired, and the only sound I noticed was the laser. Could've had some sound when balls hit the wall or when they die, they just dissapear :( Overall nice job though, enjoyed playing it!
@rosettastoned thanks for the feedback!
I believe I have learned a lot since creating that game for LD 39, 3 years ago.
Please consider checking out our teams game from Ludum Dare 47 ;)
https://ldjam.com/events/ludum-dare/47/mission-8
Cheers!